Пример #1
0
void LoadHelper(CellCorpseSet const& cell_corpses, CellPair& cell, CorpseMapType& /*m*/, uint32& count, Map* map, GridType& grid)
{
    if (cell_corpses.empty())
        return;

    for (CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
    {
        if (itr->second != map->GetInstanceId())
            continue;

        uint32 player_lowguid = itr->first;

        Corpse* obj = sObjectAccessor.GetCorpseForPlayerGUID(ObjectGuid(HIGHGUID_PLAYER, player_lowguid));
        if (!obj)
            continue;

        grid.AddWorldObject(obj);

        addUnitState(obj, cell);
        obj->SetMap(map);
        obj->AddToWorld();
        if (obj->isActiveObject())
            map->AddToActive(obj);

        ++count;
    }
}
Пример #2
0
void LoadHelper(CellGuidSet const& guid_set, CellPair& cell, GridRefManager<T>& /*m*/, uint32& count, Map* map, GridType& grid)
{
    BattleGround* bg = map->IsBattleGroundOrArena() ? ((BattleGroundMap*)map)->GetBG() : NULL;

    for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
    {
        uint32 guid = *i_guid;

        T* obj = new T;
        // sLog.outString("DEBUG: LoadHelper from table: %s for (guid: %u) Loading",table,guid);
        if (!obj->LoadFromDB(guid, map))
        {
            delete obj;
            continue;
        }

        grid.AddGridObject(obj);

        addUnitState(obj, cell);
        obj->SetMap(map);
        obj->AddToWorld();
        if (obj->isActiveObject())
            map->AddToActive(obj);

        obj->GetViewPoint().Event_AddedToWorld(&grid);

        if (bg)
            bg->OnObjectDBLoad(obj);

        ++count;
    }
}
Пример #3
0
void AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
{
    obj->GetGridRef().link(&m, obj);
    addUnitState(obj,cell);
    obj->AddToWorld();
    if (obj->isActiveObject())
        map->AddToActive(obj);

    ++count;
}